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The King of Fighters 2002 UM/Heidern: Difference between revisions

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[[File:Kof02ummovelistheidern.png]]
[[File:Kof02ummovelistheidern.png]]
==Normals==
'''Close'''
*cl.A/B/C/D are cancel-able.
*cl.A is a straight chop that can chain into itself, cr. A, cl.B & cr. B
*cl. B is a kick that is aimed around the opponent's pelvis area and can chain into cr. B.
*cl. C is a two hit vertical chop where the 2nd hit can be cancelled easily into his F+B command normal attack. Its also useful to hit opponents trying to jump over Heidern.
*cl. D is single hit knee attack that can cancel into his F+B command normal
'''Stand'''
*Far A is cancel-able & is good for stopping incoming hops. It whiffs on crouching opponents.
*Far B is a great round kick aimed at the opponent's mid-section. Useful to use as a poke at mid-range.
*Far C has great reach to be used preemptively stop incoming hops or as a far poke
*Far D is a far ranged but slow, spinning side kick that is aimed at the opponent's head. It isn't whiff cancel-able, so be careful using it in neutral
'''Crouch'''
*cr.A/C/D are cancel-able
*cr.A is a very fast chop that has good horizontal range and can combo into his charge d~u+P special move. It can chain into itself, stand A & cr. B.
*Crouch B hits low, but is not cancel-able. It has great horizontal range & comes out at a decent speed to be used a low poke but it isn't a combo tool.
*Crouch C is a fast swinging horizontal chop that is whiff cancel-able, but has less horizontal range than cr. A.
*Crouch D is a sweep that has enormous range & is whiff cancel-able too.
'''Jump'''
'''Blowback Attack'''
*CD
*Jump CD


==Throws==
==Throws==

Revision as of 05:20, 15 December 2015

Movelist


Normals

Close

  • cl.A/B/C/D are cancel-able.
  • cl.A is a straight chop that can chain into itself, cr. A, cl.B & cr. B
  • cl. B is a kick that is aimed around the opponent's pelvis area and can chain into cr. B.
  • cl. C is a two hit vertical chop where the 2nd hit can be cancelled easily into his F+B command normal attack. Its also useful to hit opponents trying to jump over Heidern.
  • cl. D is single hit knee attack that can cancel into his F+B command normal


Stand

  • Far A is cancel-able & is good for stopping incoming hops. It whiffs on crouching opponents.
  • Far B is a great round kick aimed at the opponent's mid-section. Useful to use as a poke at mid-range.
  • Far C has great reach to be used preemptively stop incoming hops or as a far poke
  • Far D is a far ranged but slow, spinning side kick that is aimed at the opponent's head. It isn't whiff cancel-able, so be careful using it in neutral


Crouch

  • cr.A/C/D are cancel-able
  • cr.A is a very fast chop that has good horizontal range and can combo into his charge d~u+P special move. It can chain into itself, stand A & cr. B.
  • Crouch B hits low, but is not cancel-able. It has great horizontal range & comes out at a decent speed to be used a low poke but it isn't a combo tool.
  • Crouch C is a fast swinging horizontal chop that is whiff cancel-able, but has less horizontal range than cr. A.
  • Crouch D is a sweep that has enormous range & is whiff cancel-able too.


Jump


Blowback Attack

  • CD
  • Jump CD

Throws

Lead Belcher - b/f + C close

Backstabbing - b/f + D close

Critical Drive - b/d/f + C/D close in air


Command Moves

Shooter Narnangel - b/f + B


Special Moves

Cross Cutter - (Charge b~f + A/C)

  • Heidern crosses his hands sending out two crescents of energy
  • hits mid allowing it to be block crouching or standing
  • both versions cause soft knockdown on hit
  • the projectile will completely whiff on crouching smaller characters like Bao, Chin, and Choi
  • A version is slower to start and moves across the screen at a slower pace
  • during A version Heidern recovers fast enough at 3/4 screen to begin following the projectile toward the opponent
  • A version becomes safe on block about 1.5 characters away, but is negative on block point blank
  • C version travels faster across the screen
  • C version only becomes safe on block at 1/2 screen
  • great move for Heidern to control space with and plan his attack. The hurtbox of the move is certainly not as big as the projectile looks as it can be jumped over and even hopped if timed right.

Moon Slasher - (Charge d~u + A/C)

  • General Heidern cuts his hand through the air creating a cresent of energy around himself
  • hits mid allowing it to be blocked high or low
  • both versions cause soft knockdown
  • does not have any start-up invincibility
  • C version outputs more damage and starts-up faster, while the A version does less damage but has a bit less recovery

Neck Rolling - (Charge d~u + B/D)

Storm Bringer - (hcb + A/C close)

Killing Bringer - (hcb + B/D)

Desperation Moves

Final Bringer - qcf x 2 + A/C

Heidern End - qcb hcf + B/D


Super Desperation Moves

Final Bringer - qcf x 2 + AC

Heidern End - qcb hcf + BD


Hidden Super Desperation Move

Caliburn - qcf x 2 + BD


Combos

  • cl.B/cr.A, hcb+P/qcfx2+AC (corner)
  • cr.A×1~2, d~u+C
  • cl.C (2), b/f+B (1), qcb hcf+BD/qcfx2+P (corner)
  • cl.C (2), b/f+B (1), d~u+P (doesn't work on everyone)
  • j.C (cross-up), st.C (2), b/f+B, d~u+C, (SC) qcb hcf+K/BD
  • cr.C, d~u+C, (SC) qcb hcf+BD/qcfx2+AC (corner)
  • (corner) cl.C (1),(BC) cl.C (2), b/f+B (1), [d~u+A, (DC) b~f+C]×2, combo ender

Videos

http://zoome.jp/LKH/diary/23/

Training Mode Videos

http://www.nicovideo.jp/watch/sm6968723

>copy and paste here, http://mmcafe.com/nico.html


Discussion Threads

Discuss at Dream Cancel

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